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_Mirrorshades

Norbert G. Matausch
Core Mechanic 7 Surgery costs of Cyberware 27
Roll your Stats 7 Cyberware Brands 28
Choose a Class 7 Hacking 29
Armor Points 8 Software 29
Armor Proficiency 8 Cyberdecks 29
Converting Saves 8 Data Fortresses 30
Players‘ Turn 8 Cyberspace Combat 30
Time and Turns 8 Defense Walls 31
Movement & Distance 9 Trap Software 31
Initiative 9 Attack Nodes 31
Enemy HD 9 Info Nodes 32
Attacks, Defenses, Damage 9 Character Classes 35
Two-Handed Weapons, Dual Wielding 9 Solo 36
Full-Automatic Fire 9 Martial Artist 37
Critical Damage 10 Rocker 38
Death & Dying 10 Face 39
Powerful Opponents 10 Techie 40
Healing 10 Netrunner 41
Resting 11 Cop 42
Experience 11 Nomad 43
Gaining Levels 11 Corporate 44
Encumbrance 11 Fixer 45
Class Weapons 11 Price Lists 47
Random Encounters 11 Lifestyle costs 48
Reactions 11 Gear 48
Usage Die 12 Weapons 49
Contacts 12 Ammunition 49
Drugs 15 Enemies 51
Drugs, Primary Effects 16 Tables 55
Drugs, Permanent Effects 16 Names 56
Drugs, Delivery Systems 16 Cyberdeck brands, random tables 58
Drugs, Side Effects 17 Firearm brands, random tables 59
Drugs, Explanation of Effects 18 Firearm models, random tables 60
Drugs, Combining of 20 Ammunition, random tables 60
Vehicles 22 Alcoholic Drinks, random table 61
Vehicles, Chases 22 Bands, random table 61
Vehicle Upgrades 23 Bars, random table 62
Vehicle Brands 23 Chemicals, random table 62
Drones 23 Smokes & Vapes, random table 63
Cyberware 24 Drinks, random table 63
Cyberpsychosis 24 Company names, random table 64
Cyberware, Creation of 25 Demon names, random table 64
Cyberware Accessories 25 Street drugs, random table 65
Cyberware, Bioware 25 Gangs, random table 65
Cyberware Audiosystems 25 Mobsters, random table 66
Cyberhands 26 Herbs, random table 66
Cyberlimbs 26 Office Buildings, random table 67
Cyberlimb Devices 26 Trideo movies, random table 67
Cyberoptic Systems 26 Small towns, random table 68
Glue Armor 27 Snacks, random table 68
Cyberware Implants 27 Games, random table 69
Cyberware Neurosystems 27 OGL and copyright note 70
OM Shri Ganeshaya Namah

To Kerstin, Luna, Stella and


Charlotte.
Mirrorshades is a hack of a hack of a hack.

Several thanks are in order:

To David Black, for writing the awesome The Black


Hack.

To Mike Evans, for writing the fantastic Cyber-


Hacked, a hack of The Black Hack. Mirrorshades is
built on Cyber-Hacked‘s foundation.

Both David and Mike gave me a thumbs-up for


using their ideas to write Mirrorshades.

Thank you, guys. You rock.

All images that I use in Mirrorshades are Creative


Commons Zero. Thank you.

Enjoy. And play more games!

May 2016,
Norbert G. Matausch
THE WORLD
YOU LIVE IN
The year is 2020. latest trends in ultrafashion. Enter-
Global corporations. Private armies. tainment is everywhere, and all of it
Puppet governments. Colonies in is empty, devoid of meaning. Drugs,
space. Technology that goes straight designed in high-tech labs or cooked
into your body and your brain. Some up in basement bathrooms. Cheap
men are machines. There are only and available, a way to escape from
two classes on earth: winners and a world that the gods have forsaken.
losers. Urban jungles. Tribal gangs This is your world. This is your grave
roaming the streets. Burned-out and your playground. And the sky
cybersoldiers looking for jobs. above is the color of television, tuned
Biosculpted beauties presenting the to a dead channel.
CORE MECHANIC
CHARACTER
CREATION
COMBAT
DEATH & DYING
EXPERIENCE
USAGE DIE
CONTACTS

IMAGINE
A
DARK
FUTURE
IMAGINE A DARK FUTURE
CHAR CREATION

RULES &
CHARACTERS
Everything a character might possibly attempt Once all stats are generated, two may be
that could result in failure is resolved by testing swapped around.
attribute stats, in order to successfully test a
stat - a player must roll below it on a d20. CHOOSE A CLASS
Enemies don’t make tests - a character must There are ten choices: Solos, Martial Artists,
avoid their attacks by making a test, the only Nomads, Cops, Netrunners, Rockers,
time an enemy would roll is for damage. Techies, Faces, Fixers and Corporates. Your
class determines how much damage you do,
ROLL YOUR STATS your Hit Points and unique abilities.
Stats are generated with 3d6 in the following
order Strength (STR), Dexterity (DEX), BUY EQUIPMENT
Constitution (CON), Intelligence (INT), Every new character starts with 1d100 x 50
Wisdom (WIS), Charisma (CHA). If a stat of dollars with which to buy their equipment.
15+ is rolled the next must be rolled with 2d6 Characters also start out with a set of decent
+ 2, then continue with 3d6 until the end or clothes and other items listed in their class.
another 15+ is rolled.

7
IMAGINE A DARK FUTURE
ARMOR+SAVES

ARMOR POINTS effect would impact them - using the below


Armor can be explained best as additional as a guide. Remember the advice in the
hit points. Subtract damage from your Powerful Opponents section.
Armor Points first. If there is any damage
STR DEX CON
left, subtract it from your hit points. After
Armor Points have been spent that way, a Physical Physical Poison,
Harm that Harm that Disease or
character ist too worn out from the hits and cannot be can be Death
has to rest before he can use them again. dogded. dodged.

INT WIS CHA


Enemies have 1 point of armor for every HD
above 1, to figure this out quickly simply Resisting Deception Charming
Spells and and Illusions. effects.
subtract 1 from their HD. They can also carry Magic.
shields. (All to a maximum of 10).

TYPE ARMOR POINTS


Thick Leather Jacket 1 AP
PLAYER‘S TURN
During a player’s turn a character may move
Bullet Proof Vest 2 AP
and perform an action. They could attack,
Kevlar Vest 4 AP look for a clue, talk with an NPC, use a
Reinforced Kevlar Vest 6 AP Psychic ability - interacting with the world is
an action. Often they will test their attributes
Riot Shield 2 AP
to determine the outcome.

TIME & TURNS


ARMOR PROFICIENCY There are 2 important types of tracked time -
If a character wears armor that is not listed
Moments (rounds) and Minutes (turns).
in their class, they add their total Armor
Moments are used during combat and fast
points (despite how many they have used) to
paced scenes of danger and Minutes are
any rolls to Attack or Avoid Damage.
used when exploring and adventuring.

CONVERTING SAVES A GM may advance the clock as they need


Mirrorshades (and TBH/Cyber-Hacked) substituting Minutes for Hours, Days or
ignores saves and instead asks the player to even Months should the adventure require
roll attribute tests when any spell, trap or it.

8
IMAGINE A DARK FUTURE
MOVEMENT+COMBAT

MOVEMENT & DISTANCE ATTACKS, DEFENSES &


Rather than track precise numbers, Mirror- DAMAGE
shades uses 4 abstract ranges for measuring
When a character attacks a creature they must
distances: Close, Nearby, Far-Away and Distant.
roll below their STR stat for a Melee Attack or
On their turn every character can move
DEX for a Ranged Attack.
somewhere Nearby as part of an action,
performing that action at any stage of the move.
Likewise, when an enemy attacks, the character
must roll below its STR against a Melee Attack
They can forgo their action and move
and DEX against a Ranged Attack to avoid
somewhere Far-Away instead. Anything beyond
taking damage.
Far-Away can be classified as Distant and would
take 3 moves to get to. This system is designed
A GM will often give the stat required for the
to support the narrative ‘theatre of the mind’
test. The damage an attack deals is based on the
style of play, and is less concerned about
character’s class or the number of HD an enemy
tracking squares and fiddly distances.
has. To make a Melee Attack an opponent must
be Close.
For converting existing movement rates or
measures (for spells or areas of effect) use the
Ranged Attacks against Close opponents are
following as a guide:
possible, but the attacker suffers a
Disadvantage. Enemies deal damage based on
ccxcCLOSE NEARBY FAR AWAY
their HD. Refer to the Enemy HD table.
0-5 ft 6-60 ft 61-120 ft

TWO HANDED WEAPONS/


INITIATIVE DUAL WIELDING
When combat breaks out, everyone must be Larger, more deadly weapons are handled
sorted into an order so they each get to act and simply by adding +2 to any dice rolled with
react in turn. Every character tests their DEX. them. They deal additional damage, but are also
Those that succeed, take their turn before their harder to hit with.
opponents, they must then act as a group –
deciding their own order for actions. Those that FULL AUTO FIRE
fail their DEX tests, go after their opponents.
Ah! Nothing like the sounds of full auto fire in
the morning :) A character can fire a machine
ENEMY HD gun on full automatic. Increase the damage by
HD represents an enemy's level and the number +3 (on top of the +2 for two handed), but doing
of d8 rolled to determine its HP. so increases the usage die from 1-2 to 1-4.

9
IMAGINE A DARK FUTURE
COMBAT+HEALING

CRITICAL DAMAGE POWERFUL OPPONENTS


If a player making an attack rolls a 1, they For every HD above the character’s level, add
double the result of the damage dice they +1 to every roll the player makes for any
roll. If they roll a 20 when avoiding an attack, attribute test that would determine the
they take double damage. Armor Points are outcome of a conflict between them and an
used normally. NPC. - A level 3 character defending against
a HD 5 enemy attack would add +2 to their
ENEMY HD DAMAGE roll.
1 d4 (2)

2 d6 (3) HEALING
Characters can gain Hit Points from Healing
3 2d4 (4)
Stims and Abilities. They can never gain
4 d10 (5) more than their maximum - and can never
5 d12 (6) go below zero either. When healing a
character who is OofA, just start at zero and
6 d6+d8 (7)
count up. That character is now back on
7 2d8 (8) their feet and no longer OofA.
8 3d6 (9)
OUT OF ACTION
9 2d10 (10)
1 KO‘ed -- Just knocked out.
10 d10+d12 (11)
2 Fat Head -- Disadvantage on all
tests for the next hour.

DEATH & DYING 3 Cracked Bones -- STR, DEX and


CON are temp -2 for the next day.
When a character is reduced to zero Hit
Points (HP) they are taken Out of Action 4 Cracked Skull -- INT and WIS are
temp -2 for the next day.
(OofA), they are unconscious and cannot
make any actions. When the fight is over or 5 Crippled -- STR or DEX is
permanently reduced by 2
they are out of danger, a character that is
taken OofA rolls on the table to see what 6 Disfigured -- CHA reduced by 4
happens to them. If they survive they gain 7 Limb Lost -- Needs a prosthetic
1d4 HP. If the characters lose the fight or are
8 Dead -- Not alive any more.
unable to recover the body of the character,
they are lost forever!

10
IMAGINE A DARK FUTURE
EXPERIENCE+NPCs

RESTING attribute tests are taken with Disadvantage –


you can also only ever move to somewhere
When characters rest for about an hour, they
Nearby. They simply cannot carry more than
regain the use of all their Armor points. Also
double their STR.
once per day, after resting, they may roll a Hit
Die associated with their class and regain that
many HP. After eight hours of sleep a character CLASS WEAPONS
regains another HD of HP. When using a weapon not listed in their class,
combat tests have Disadvantage.
EXPERIENCE
Adventurers learn through defeating and RANDOM ENCOUNTERS
overcoming obstacles. Killing one boring The GM should roll a d4 every 15 minutes of real
drugged out ganger won’t bring a revelation of world play (you are paying attention, right?) A
learning to someone. Surviving a raid on a result of 1-2 means the players will encounter a
Corporate Complex, completing a job for a Fixer randomly generated creature or distraction in
or simply living to tell the tale are the things that the following Minutes (turn).
bring perspective and growth.
REACTIONS
The old experience system has been completely
Some enemies and NPCs will have
discarded. For every session / raid / job / major
predetermined personalities and goals that will
event the character survives they gain a level.
guide a GM when choosing their actions and
The GM will decide which, and it’s
feelings towards the characters. Those that do
recommended that this decision remains more
not, such as randomly encountered NPC/enemy,
or less a constant throughout the campaign -
make a Reaction roll on the following table:
and a GM should be clear and upfront with the
players so they know where the ‘goalposts’ are. ROLL REACTION
1 Flee, then roll again.
GAINING LEVELS
When a character levels up, their maximum Hit 2 Avoid the PCs entirely.
Points increase by rolling the Hit Die for the 3 Trade with PCs.
class. Also a player should roll a d20 for each
4 Give the PCs aid.
Stat, if the result is higher - that Stat increases
by 1. 5 Mistake the PCs for friends.

6 Trick the PCs (roll again).


ENCUMBRANCE
7 Call for Reinforcements.
A character can carry a number of items equal to
their STR with no issues. Carrying over this 8 Capture/Kill/Eat the PCs.
amount means they are encumbered and all

11
IMAGINE A DARK FUTURE
USAGE DIE+CONTACTS

USAGE DIE Level 2 Contacts- You see them on a semi-


Any item listed in the equipment section regular basis. You may have done a few
that has a Usage die is considered a favors for them, or passed enough credits
consumable, limited item. When that item is their way that they’ve become more
used the next Minute (turn) its Usage die is endeared, to you and you’ve become
rolled. If the roll is 1- 2 then the usage die is buddies. You receive reduce the number
downgraded to the next lower die in the rolled on a Charisma checks by 1 when
following chain: attempting to get a Level 2 contact to do
something for you. Sometimes a Level 2
contact will do something out of the
d20 > d12 > d10 > d8 > d6 > d4 kindness of their heart, but it’s rare.

When you roll a 1-2 on a d4 the item is


Level 3 Contacts- These are more than
expended and the character has no more of
buddies to you; they are stout friends who
it left.
will stand by you. You may have grown up
with this person, or saved their life. You see
CONTACTS this person on a reg- ular basis, and really
At character creation a player can create two don’t even think of them as a contact any-
level 1 contacts or one level 2 contact. After more. Usually a Level 3 contact will do
this initial point, all contacts must be gained whatever they can to help you- even risk
through role-playing. A contact could be a bodily harm. If a test is needed to convince
whore, a criminal thug, a hacker, a bouncer the contact to help you in some way, you
at a local bar, a fixer, a fence, etc. It’s up to receive have Advantage on the Charisma roll.
the player to decide who they are. There is a chance a Level 3 contact will not
ask for something in return for a favor.
Level 1 Contacts- Standard contact. You use
them sometimes and they may remember (DIS-) ADVANTAGE
you, but then again they might not. They
A GM may decide that a particular course of
could have information you need, but they
action or task has a higher or lower chance of
also might not know a Hacker from a
success. They will ask a player to roll an
shoebox. They have no loyalty to you and
additional d20 when making a test -- with
would rat you out at the first sign of trouble.
Advantage, the lower result is used, with
Level 1 contacts never do something for free.
Disadvantage, the higher.

12
a _Mirrorshades
Character Sheet

NAME:! ! ! ! ! CLASS:! ! ! ! ! ! LVL:

Strength
Dexterity
Constitution
Wisdom
Intelligence
Charisma

Hit Die: Weapon Damage:


Hit Points: Unarmed Damage:
Armor:
Armor Points:

CLASS ABILITIES

ENCUMBRANCE INVENTORY FLASHLIGHT


You can carry a Put your flashlight
number of items Usage Die here.
1 2 3 4
equal to your STR.
Carrying more means
all tests have 5 6 7 8
Disadvantage.

9 10 11 12

13 14 15 16

17 18 19 20 OTHER
AMMO Put your Usage Die
Put your ammunition for various things
21 22 23 24
Usage Die here. here.
DRUGS
VEHICLES
CYBERWARE
HACKING

OPEN
THE
FLOOD
GATES
OPEN THE FLOOD GATES
DRUG LAB

BETTER
LIVING
Cyberpunks use drugs. Period. It's that simple. as a pill, or you can smoke it. Forth, now it‘s
The advances of chemistry have brought up a time to determine the Side Effects of the drug.
plethora of new drugs that give the user what he These are effects that will set in shortly after
taking the drug. After the drug tables, you find a
wants. Of course, there is no drug without side
list of definitions of primary effects.
effects.
Drugs typically add +1 (or +2) to an attribute
Mirrorshades uses a very simple system to being tested while on the substance (or gain
create these chemicals. Roll some dice on the advantage). Sometimes it’ll add a natural AP
following tables to determine what effects and bonus (as in the character is so high they don’t
side effects a drug has. feel the damage). When the drug’s duration
wears off the target suffers Disadvantage to all
First, you determine the Primary Effects of the tests for 1 hour. Taking drugs too often can
drug. This is what the drug is supposed to do. result in addiction. Being addicted means
Second, you determine the Permanent Effects suffering Disadvantage to all WIS and CHR rolls
of the drug. These are effects that are entirely every day you don’t take the substance (GM can
unwanted, but will come anyway. Third, you state when addiction occurs. Rule of thumb-
determine the so-called delivery system. This is taking a drug four times or more). One month
the way the drug is administered, e.g., it comes of being dry will break the addiction.

15
OPEN THE FLOOD GATES
DRUG LAB

3d6 PRIMARY EFFECTS 1d12 PERMANENT EFFECTS


3 Antibiotic 1 Addiction Tolerance

4 Anticoagulant 2 Carcinogenic

5 Antidote 3 Heart Attack

6 Aphrodisiac 4 Coma

7 Attribute Increase 5 Genetic Damage

8 Coagulant 6 Nerve Degeneration

9 Depressant 7 Nightmares

10 Enhanced Perception 8 Permanent Sense Loss

11 Euphoric 9 Physiological Addiction

12 Hallucinogen 10 Psychological Addiction

13 Hypnotic 11 Possible Attribute Loss

14 Increased Healing Rate 12 Death

15 Pain Negotiation

16 Soporific 1d8 DELIVERY SYSTEMS

17 Stun Reducer 1 Pill, Tablet, Gel Cap

18 roll again 2 Paper Tab

3 Smoked, Inhaled

4 Powdered, Snorted

All drugs cost 5 Injected

1d20*$10 6

7
Liquid

Derm, Slap Patch


a dose.
8 Contact

16
OPEN THE FLOOD GATES
DRUG LAB

1d100/2 SIDE EFFECTS 1d100/2 SIDE EFFECTS


1 Acne 26 Irrational Fear

2 Bloodshot Eyes 27 Kidney/Liver Failure

3 Cold Sweats 28 Lack of Concentration

4 Constipation 29 Light Sensitivity

5 Cowardice 30 Loss of Appetite

6 Dandruff, Eczema 31 Loss of Inhibition

7 Dehydration 32 Memory Loss

8 Delusions 33 Nausea

9 Depression 34 Numbness

10 Diarrhea 35 Paralysis

11 Difficult Respiration 36 Paranoia

12 Diuretic 37 Psychotic Rage

13 Dizziness 38 Reduced Attribute

14 Easily Bruised 39 Reduced Awareness

15 Excessive Salivation 40 Ringing in Ears

16 Flatulence 41 Runny Nose

17 Hair loss 42 Sense Reduction

18 Hallucinations 43 Sexual Arousal

19 Headaches 44 Sleepy

20 Heartburn 45 Strange Skin Pallor

21 Hives, Itches 46 Suicidal Tendencies

22 Impotence 47 Technicolor Excreta

23 Increased Pain Sensitivity 48 The Munchies

24 Insomnia 49 Tremors

25 Internal Bleeding 50 Weight Gain

17
OPEN THE FLOOD GATES
DRUG LAB

LIST OF PRIMARY DRUG Overdose: character is in a very deep sleep


for 1d10 hours.
EFFECTS
ENHANCED PERCEPTION: the character
ANTIBIOTIC: prevent or stop infections. notices even the smallest detail (Advantage
Overdose: severe nausea and diarrhea for for all WIS rolls). This might be
1d6 days (damage each day: 1d8). overwhelming (1 in 10), resulting in
Disadvantage for all rolls, for a duration of
ANTICOAGULANT: prevent blood from 1d10 hours.
clotting. Overdose: complete sensory overload for
Overdose: heavy bleeding that will kill the 1d10 hours, immobilizing the character.
victim if not stopped immediately.
EUPHORIC: the feel-good drugs.
ANTIDOTE: work against poisons and Overdose: nausea, cold sweats, sleeplessness
toxins. for 1d10 hours.
Overdose: 1d8 damage
HALLUCINOGEN: the character sees things
APHRODISIAC: increase libido. that are not there. Very trippy!
Overdose: insatiable hunger for sex, for 1d6 Overdose: „bad trip“, a horrifying experience
days. with possibly lasting traumatic shock (1 in
20).
ATTRIBUTE INCREASE: what the label
says. HYPNOTIC: low doses make people talk
Overdose: possible permanent loss (5 in 10) more freely and carelessly, while high doses
of 1 attribute point. induce deep sleep (e.g., used for surgery).
Overdose: anaesthesia for 1d10 hours.
COAGULANT: cause blood to clot.
Overdose: causes blood clots in arteries, INCREASED ENDURANCE: similar to the
causing death. Attribute Increase effect, but affecting only
endurance. Advantage on all CON rolls.
CONTRACEPTIVE: prevent pregnancy. Ovedose: possible heart attack (1 in 20),
Overdose: can cause sterility (1 in 100) resulting in certain death within 1d20
minutes if no help is received.
DEPRESSANT: calm you down, releasing
stress and tension.

18
OPEN THE FLOOD GATES
DRUG LAB

INCREASED HEALING RATE: These drugs A COUPLE OF EXAMPLES


speed up the body's natural healing process.
Gain two additional healing rolls per day (as Supergoop, Superdark
described on page 11). This yellowish powder is one of the best pain
Overdose: severe shock, causing 1d20 killers available on the black market. For
damage. 1d10 hours, it effectively switches off any
distressed signals from the brain.
PAIN NEGATION: Pain killers. Ignore all Its permanent effects are less perfect,
Disadvantages due to injury and pain for however. There is a 1:20 chance that you fall
1d10 hours. into a deep coma every time you snort it,
Overdose: Coma, for 1d10 hours. lasting for 1d10 hours.
The most obvious side effect is immediate
SOPORIFIC: sleeping pills. sensitivity to light -- this is the reason why
Overdose: possible death (1 in 4), if survived, this drug is sometimes called Superdark.
deep coma for 1d10 days.
Doktor Tönnes‘ Räucherstäbchen, Balloons
STUN REDUCER: diminish the impact of Imported from the ruins of former
possible future injuries. While you take pain Germany, Doc Tönnes‘ „incense sticks“ are a
killers after you got wounded, you take stun potent healing drug that grant you two
reducers before you go to battle. Ignore all additional healing rolls per day. There is a
Disadvantages due to injury and pain for 1:20 chance that you build up a tolerance for
1d10 hours. it, which means that you have to inhale two
Overdose: psychotic rage, attacking anyone sticks instead of one if you want to feel the
in the immediate area if a WIS check (with effects. There is another 1:20 chance that
Disadvantage) is failed. your CON takes permanent damage (-1).
Regardless of their efficiency, Doc Tönnes‘
Incense Sticks cause massive constipation.

19
OPEN THE FLOOD GATES
DRUG LAB

COMBINING DRUGS 3d6 PRIMARY EFFECTS


If a character takes two or more different 01-30 Compatible: Both drugs work.
drugs at the same time, you have to
31-60 Partially Compatible: Both
determine what effects this combination has drugs work, but the duration and/
on this user. Please note that this effect is or their effects are halved.
"personal" to the user; another person 61-70 Dominance: One drug works
experiences different effects. To find out normally. The other drug has no
what effect takes place, roll 1d100, and effect whatsoever. Permanent
and Side Effects of both kick in.
consult the following table:
71-75 Well, shit: None of the drugs
work, but all Permanent and Side
Effects work fully.

76-80 Mildly Poisonous: The drug


combination causes 1d6
damage. No Primary Effect is felt.

81-90 Poisonous: The drug


combination causes 1d10
damage. No Primary Effect is felt.

91-95 Extremely poisonous: The drug


combination causes 1d20
damage. No Primary Effect is felt.

96-99 Coma: The character falls into a


coma for 2d6 days.

100 Deadly: The character suffers


2d20 damage. If he survives this,
he falls into a coma for 3d6 days.

20
NOTES

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OPEN THE FLOOD GATES
VEHICLES

VEHICLES one number closer (if they are chasing). If


Vehicles (and Drones) have Hit Points and the driver fails the roll, they lose one number
Armor Points. Unlike people, these do not in distance, allowing their opponent to gain
recover with rest (or not being used). Only on them or move further away in the chase.
the Mechanic can fully repair a vehicle (or When the counter is at 0, the cars have
Drone). When shooting a gun out of a caught up and the chase is over. If the
moving vehicle, a character suffers counter reaches 10, that means the car being
Disadvantage to their roll. If an enemy is chased has escaped.
shooting at a character in a moving vehicle,
they have Advantage to their defense roll.
VEHICLE PRICES

If a vehicle (or Drone) reaches zero HP roll TYPE PRICE NOTES


1d6. If the result is 1-3, 3. the vehicle (or Boat, small 45,000 $ HP 30, AP 6
Drone) is salvageable and can be repaired. If
Hatchback 10,000 $ HP 20, AP 2
the result is a 5-6, the vehicle (or Drone) is
destroyed. Driving a vehicle or flying a Helicopter, small 400,000 $ HP 50, AP 15
Drone consumes a character’s full action. Hovercraft, small 45,000 $ HP 50, AP 10
Attempting tricky maneuvers will require a
Luxury Car 100,000 $ HP 40, AP 6
DEX check.
Motorcycle 10,000 $ HP 10, AP 1

CHASES Pickup Truck 15,000 $ HP 50, AP 10


Car chases are handled similar to combat. Plane, small 150,000 $ HP 50, AP 10
The driver(s) rolls Initiative against the
Scooter 2,000 $ HP 5, AP 0
opponent, as does any target that is
attacking. If successful, the characters go Sports Car 50,000 $ HP 30, AP 6

before their opponents, those that fail go Van 15,000 $ HP 50, AP 10


after.

When a chase starts determine the GM


determines the length between the cars (say
5). The character (driver) must succeed a
DEX test, if successful they gain one number
in distance, either moving farther away from
the opponent (if they are being chased) or

22
OPEN THE FLOOD GATES
VEHICLES

VEHICLE UPGRADES VEHICLE BRANDS

TYPE PRICE ROLL BRAND


Faster Vehicle Price x 1.1 1 Buick (cars, General Motors)
2 Cadillac (cars, General Motors)
A Lot Faster Vehicle Price x 1.5
3 Pontiac (cars, General Motors)
Impossible Speed for a
Vehicle Price x 3 4 GMC Trucks (cars, General Motors)
Vehicle of that Size
5 General Dynamics (boats)
+10 Armor Points Vehicle Price x 2.5
6 Mostrans (hovercrafts)
+20 Armor Points Vehicle Price x 6 7 Pratt&Whitney (planes)

Sensor Shielding Type I 8 BMW (cars and motorbikes, Saeder-Krupp)


(suppresses noise, 9 Messerschmidt-Kawasaki (motorbikes,
electronic emissions and Saeder-Krupp)
10 Eurocar (luxury cars, Saeder-Krupp)
other telltale vehicle Vehicle Price x 1.4
signatures, roll with 11 Vulkan (planes, Saeder-Krupp)
Advantage when trying to 12 GIAT Industries (military vehicles, Saeder-
hide from sensors) Krupp)
13 Chrysler-Nissan (cars)
Sensor Shielding Type II 14 Toyota (cars)
(add +1 to roll, and roll
15 Daimler-Benz (cars)
with Advantage when Vehicle Price x 2
trying to hide from 16 Ford (cars, produces for DocWagon and
sensors) Lone Star)
17 Opel (cars, Ford)
18 Peugeot (cars, Ford)
19 Skoda (cars, Ford)
DRONE PRICES
20 Jaguar (cars, Ford)
TYPE PRICE NOTES 21 Range Rover (cars, Ford)
Attack 3,000 $ Two attacks (d8 22 Citroen (cars, Ford)
damage), roll under 23 Mitsuhama (drones and vehicle-rigs)
12, HP 14, AP 2
24 Daihatsu-Caterpillar (heavy industrial
Defense 3,000 $ One attack (d6 vehicles)
25 Ferrari (sports cars)
damage), roll under
14, HP 20, AP 6 26 Honda (cars and motorbikes)
27 Mitsubushi (cars)
Surveillance 3,000 $ One attack (d4), roll
under 16, HP 8, AP 1, 28 Porsche (sports cars)
can go invisible for 1 29 Fiat-Renault (cars)
hour.
30 Volkswagen (cars)

23
OPEN THE FLOOD GATES
CYBERWARE

CYBERWARE mindless violence, not making any


Mirrorshades is a cyberpunk game, so there difference between friends or foes.
has to be cyberware. C-ware is harmful to a
person's mind. The more machinery A Humanity of zero means a full-fletched
someone has built into his body, or the more cyberpsychosis: the character is a machine
non-human functions he acquires, the more now, and he hates flesh and humans,
humanity he loses -- he becomes, slowly but attacking them whenever possible.
surely, a machine himself. This is called
"Humanity Loss", or short, HL. Cyberpsychosis is the point of no return to a
character: he must go wherever his psychosis
Every cyberware system has a die code for takes him. The player must roll 1d100 once
Humanity Loss. This code is the number of per game day to determine his character's
d6 the player must roll to determine the behavior:
actual Humanity Loss caused by the
cybersystem. This number has to be
subtracted from the character's Humanity.

Important: whenever a die comes up "6", the


1d100 CYBERPSYCHOSIS, part 1
player has to roll again (the die „explodes“),
adding the outcome to the Humanity Loss. Repeat 01-10 Hatred against humanity. Make
WIS or INT checks to see if
this as often as the die shows a "6".
character acts on it.

11-35 Spaced out. Total fascination with


abstracts. Loss of human feeling.
STARTING OUT Make WIS or INT check to snap
A starting character has a Humanity of 70. out of it.
Once Humanity reaches 30 or lower, the 36-44 Paranoia.
character shows no emotion any more.
45-50 Rejection of biological life in favor
of cyberware. Will attempt to
A Humanity of 20 or lower means that the replace all human parts with
character is very unfriendly and reclusive - cyberware.
having someone like that around makes 51-60 Rejection of cyberware in favor of
others feel incomfortable. humanity. Will attempt to remove
all cyberware in favor of organic
material.
Once Humanity reaches 10 or lower, the
character is prone to aggression and 61-70 Delusions of invincibility.

24
OPEN THE FLOOD GATES
CYBERWARE

1d100 CYBERPSYCHOSIS, part 2 Cyberware comes in several different


categories:
71-75 Character lives in a fantasy world
and acts accordingly.
Accessories: these are cosmetic cyber-
76-85 Character has lost all sense of
systems, like biomonitors (a complicated
meaning in his life. It‘s possible
he goes looking for a cult or a medical system that checks body functions
religion that helps him cope. and displays them on a subcutane LED),
86-100 Character develops one or more artificial hair (neon-plastic, chains, etc), or
phobias (fear of heights, narrow synthskin (synthetic skin that can change
rooms, crowds, etc.). If
texture and color).
something triggers the phobia,
make WIS or INT check to resist • Accessories cost 1d10*$100.
acting on it. • Humanity Loss is 1d6/2 (1-3 points)

Biosystems: this cyberware improves basic


CREATING CYBERWARE body functions. They work on cell level (not
In order to make matters simple, tampering with neurons - this technology is
Mirrorshades uses a system that classifies called neurosystem). These enhancements
cyberware. The players and the GM decide may be clearly visible. Most biosystems use
which class a certain piece of cyberware is. nanotechnology (miniature robots that are a
In case of mixed classes, simply add the cost few millionths of a millimeter small). This is
and the Humanity Loss of the several classes. the reason why they cause low Humanity
Important: please don't forget to give your Loss. The nanoids are injected into the body,
cyberware system a name. followed by "raw materials". These materials
are then arranged by the nanoids to build
Game Benefits of Cyberware the desired effects. Examples: toxin
In order to keep the cyberware design neutralizers, hardened (leather-like) skin,
system as flexible as possible, we give you hardened bones, exoskeletons, or synth-
suggestions for the exact mechanical in- muscles.
game benefits. Details are completely up to • Biosystems cost 1d4*$1,500.
the individual group. To give you some idea • Humanity Loss is 1d6/2 (1-3 points, for
of what you might use in your game: biosystems that work similar to the natural
functions, like toxin neutralizers), or 3d6 (3-18
• increase an Attribute by +1 or more
points, for biosystems that bear no resemblance
• give Advantage to rolls
to natural human abilities, like exoskeletons)
• grant an unusual ability

25
OPEN THE FLOOD GATES
CYBERWARE

Cyberaudio Systems: these systems enhance Cyberlimbs: whole limbs are replaced by
or replace the natural hearing ability. In artificial ones.
order to work, they require a so-called • Cyberlimbs cost 1d4*1500.
cyberaudio adapter, to be installed in the • Humanity Loss is 2d6 (2-12 points)
user's skull, or, more exact, into the user's
auditive and speech center. Only one Cyberlimb Devices: these are devices that
cyberaudio adapter is required for any given are built into a cyberlimb. Like cyberhands/
number of cyberaudio systems. A cyberaudio feet, they come in hundreds of variants.
system is "plugged" into this adapter. Some examples: leg holsters (to carry a
Cyberaudio has lots of uses, like bodyfones weapon inside a cyberleg, a la Robocop),
(a cell phone built into the skull), audio cyberlimb armor, extra shoulders (to install a
recorder, tracking devices, or bug detectors. second pair of cyberarms), audio/video
• A cyberaudio adapter costs $500, Humanity recorders or titan joints (for that extra
Loss is 2d6 (2-12 points). durabilty during crucial missions).
• Cyberaudio systems cost 1d4*$100, Humanity Notorious cyberpunks have also their
Loss is 1d6/2 (1-3 points) weapons built into a cyberlimb (an arm
pistol compartment, for instance).
Cyberhands/Cyberfeet: only the hand or the • Cyberlimb devices cost 1d10*$150.
foot is replaced with an artificial one, not the • Humanity Loss is either 1d6/2 (1-3 points, for
whole limb. Cyberhands/cyberfeet come in devices with standard uses, like audio/video
many different varieties. There are recorders) or 2d6 (2-12 points, for cyberweapons
cyberfingers that have an electric torch built or devices that are very remote from any human
in, or fingertip compartments. There are appearance, like extra shoulders. Please note
cyberhands with magnetic inductors, that the user has to pay the cost for the weapons,
enabling the character to cling to any metal too).
surface. There are gyrostabilizer hands that
allow the user to tote a machinepistol Cyberoptic Systems: these systems enhance
without having to deal with recoil. or replace the natural abilities of the human
Possibilities are endless here. eye with digital camera technology. To work,
• Cyberhands/cyberfeet cost 1d4*$150. they require a so-called cyberoptic adapter,
• Humanity Loss is either 1d6/2 (1-3 points, for to be installed in the user's skull. Only one
hands/feet with standard uses like normal cyberoptic adapter is required for any given
hands/feet) or 2d6 (2-12 points, for weapon number of cyberoptic systems. A cyberoptic
hands/feet or hands/feet that don't resemble a system is "plugged" into this adapter.
real hand/feet any more). Cyberoptic has lots of uses, like image

26
OPEN THE FLOOD GATES
CYBERWARE

enhancers, microscopes, dart guns or Neurosystems: this kind of cyberware works


thermovision (you can see the emitted heat on neuron level. They are completely
of persons and things, enabling you to see at invisible to the human eye. They enhance
night). any activity that uses mainly the functions of
• A cyberoptic adapter costs $500, Humanity Loss the central nervous system, like reflexes or
is 2d6 (2-12 points). thought processes. They also enable the user
• Cyberoptic systems cost $300-$600, Humanity to plug into electronic devices like
Loss is 1d6/2 (1-3 points) computers, chips or smartguns. Neuro-
systems require a so-called neuro adapter, to
Glue Armor: this is armor that is glued be installed in the user's lower spinal area
directly onto the user's skin. It can only be (this is called "wiring", and, of course, it uses
removed by surgery. Glue armor is utterly nanotechnology). Only one neuro adapter is
alien and turns the wearer into a monster required for any given number of neuro-
(judged by his looks). There is even facial systems. Any neurosystem is "plugged" into
glue armor. this adapter. Examples for neurosystems:
• Glue armor costs twice as much as the clothing pain modulator (dampens painful
variant. sensations), tactile enhancer or reflex
• Humanity Loss is 2d6 (2-12 points, for moderate booster.
armor on limbs or body), or 5d6 (5-30 points, for • A neuro adapter costs $1,000, Humanity Loss is
facial armor) 1d6 (1-6 points).
• Neurosystems cost 1d20*$500, Humanity Loss
Implants: these are cybersystems that are goes from 1d6 up to 5d6 (1-30 points)
implanted in the user's body. They don't
enhance or improve a natural ability of the
body, but they add a new ability. As you can SURGERY
imagine, the uses and abuses of implants are Each piece of cyberware must be installed/
myriad. Some examples: adrenaline implanted by specialist surgeons. The cost of
injectors (enhance the reflexes slightly), surgery is 10 percent of the cyberware price.
oxygen tanks (up to 1 hour air guaranteed),
voice booster (enhances the natural volume
up to 1,000 percent - often used by opera
singers).
• Implants cost 1d4*$150.
• Humanity Loss is 1d6 (1-6 points).

27
OPEN THE FLOOD GATES
CYBERWARE

EXAMPLES Move-by-Wire: State of the Art combined


cyberware system. An extremely effective
Reflex Booster I: Neurosystem, activated by neurosystem component increases reflexes,
inhaling a chemical trigger fluid. Increases synthetic muscle and bone shielding allow
DEX by +2 for one fight. $3,000, HL 3d6. the user to move with uncanny grace and
speed, without much stress on the body.
Reflex Booster II: Neurosystem, activated by Increases DEX by +2, Advantage on DEX and
inhaling a chemical trigger fluid. Increases STR rolls. $20,000, HL 7d6
DEX by +2 for one fight, gives Advantage on
STR (attack) rolls. $5,000, HL 4d6

Reflexbooster, Kerenzikov: Neurosystem,


always activated. Advantage on DEX rolls for
one fight. $3,000, HL 3d6.

Skin Shielding: Biosystem, reduces all


incoming damage by 1 point, reduces CHA d12 CYBERWARE BRANDS
by 2 points permanently. $6,000, HL 2d6 1 Psiberstuff

2 Kiroshi
Chameleon Skin Weave: Biosystem, allows
the wearers to blend into their environment; 3 T-Maxx

takes 1d6 moments (rounds) to kick in. 4 Dynalar


$4,500, HL 2d6 5 Cytech

6 Cyphire
Thermographic Eyes: Cyberoptic system,
allows the wearers to see heat emissions, 7 Zetatech
effectively granting them sight in total 8 Biotechnica
darkness. $600, HL 1d6/2
9 Geotech

Synthetic Muscle Tissue: Biosystem, lab- 10 Nikkon or Zeiss


grown muscle tissue is grafted onto the 11 Meade
user‘s natural muscles. Increase STR by +3.
12 Tritech or Kurasawa
$6,000, HL 2d6

28
OPEN THE FLOOD GATES
HACKING

HACKING Usually, they add a bonus to the hacker‘s INT


If a character is just trying to hack into a or DEX, or give him abilities beyond the
computer or a door lock, just have the scope of these rules here. Feel free to go wild
character test their INT and move on. If they here, and make sure that software of that
are attempting complicated hacking or category always comes with a price.
going into cyberspace, here is a quick
generator to make hacking more fun and Cyberdecks
interesting. In order to manipulate the net, netrunners
must use a cyberdeck. Every cyberdeck has
Software its own hit points and Armor Points: 1d10+4
To paraphrase an old message on a very old hp, 3 AP. Regular cyberdecks, like the ones
cyberpunk BBS: There are three categories of that netrunner characters start out with, do
programs: the junk that‘s offered in stores – not offer any bonusses to rolls – hackers
that‘s for the newbs and wannabes who can‘t must depend on their wits.
write code, and you ain‘t one of them, are
you? Then, there‘s your own shit, the stuff Good cyberdecks enhance a netrunner‘s
you write yourself, steal yourself, swap DEX, INT or the cyberdeck‘s own hit points.
yourself. You know that code inside and out. There are rumors that some blackmarket,
It‘s a part of you. And there‘s that shit-hot ultra-high-end beta decks can even enhance
app from the Swede. No programming a hacker‘s CON, but this is something your
required, just lean back and watch it group has to find out on their own. The cost
cracking. That‘s rad, but it gets for cyberdecks depends on the bonus to the
uncomfortable when it starts doing shit you attribute or hit points and is the bonus
don‘t like. squared, times $5,000:

As a general rule, the average software


running on hackers‘ cyberdecks has no
impact on their dice rolls. Every netrunner
in Mirrorshades codes their own software, or
swaps apps in the underground market.
Therefore, these rules assume a netrunner
worth their salt is running their own code on
their cyberdecks. No need to go shopping.
Of course, there are, occasionally, nova-hot
pieces of code that really can DO THINGS.

29
OPEN THE FLOOD GATES
HACKING

CYBERDECK ADD-ONS PRICE follow the netrunner around till one party
loses or disappears.
base price for a cyberdeck 1,000 $
• d12s are info nodes (datastores) that may
each d6 added to hp 5,000 $ contain other useful/interesting info that
going from 0 to DEX/INT to +1 5,000 $ the hacker can use.

going from +1 DEX/INT to +2 15,000 $


Once all the dice are dropped on the paper,
going from +2 DEX/INT to +3 30,000 $ mark their location with a box and connect
going from +3 DEX/INT to +4 50,000 $ the lines (see example on page 5).

going from +4 DEX/INT to +5 75,000 $


Hackers start with a d10 usage die, each
going from +5 DEX/INT to +6 105,000 $ round roll the usage die to determine if time
going from +6 DEX/INT to +7 140,000 $ is catching up with the hacker. If the hacker
is reduced to 0 usage they are booted from
going from +8 DEX/INT to +9 265,000 $
the system.
going from +9 DEX/INT to +10 235,000 $

Traveling to each node takes 1 round. Each


result has troubles/ obstacles that must be
Data Fortresses overcome and can impede the hacker,
A system that is present on the net is called increasing the chance that they will be
„data fortress“. To create such a system, drop booted from the system.
a number of d4s, d6, d8s, d10s and d12s on a
sheet of paper. Also, drop 2d20. One d20 is
the start of the hack, the other is the end
COMBAT IN CYBERSPACE
Combat in cyberspace is handled as any
goal. Circle the dice with a pen, and connect
other combat, with one exception:
the circles as you like. These are the
netrunners roll against their INT to attack
pathways to traverse to get to the goal.
and defend (NOT against STR). There are
two types of software: Anti System programs
• The d4s are defensive walls that the
(these attack cyberdecks and/or software)
netrunners must get past.
and Anti Personnel Intrusion
• d6s are traps the hacker must avoid, d8s
Countermeasures (IC, these attack
are empty nodes.
netrunners directly).
• d10s are attack nodes that attempt to
thwart the hacker. As a general rule, Attack
nodes can be fully mobile and are able to

30
OPEN THE FLOOD GATES
HACKING

Anti System software can damage computer 3. Static Trap- INT test to hack. Add +2 to
systems, cyberdecks and software. Anti the result.
Personnel programs are also called Black IC 4. Feedback Loop- WIS test or become stuck
and injure or kill the netrunner. If an Anti in signal feed. Lose 1d4 rounds.
System program reduces the cyberdeck‘s hit 5. Fake Path- WIS test or go down fake
points to zero, the hacker gets booted from cyber path. Lose 1d4 rounds to return..
the system. If an Anti Personnel program 6. Info Dump Trap- INT test or suffer
(Black IC) reduces a netrunner‘s hit points to overload of information. Suffer
zero, they are Out of Action and roll on the Disadvantage on INT roll for 24 hours.
OoA table on page 11.
d10- Attack Node– Resolve as normal combat.
d4- Defense Wall- These walls cannot simply be 1. Base unit- HD 1, 1d4 damage to deck (Anti
passed through. Must hack these nodes to proceed System) or hacker (Anti Personnel).
down path. 2. Guardian unit- HD 3, 2d4 damage to deck
1. Electric barrier- shocks if fails a CON test. (Anti System) or hacker (Anti Personnel).
Netrunner paralyzed for 1 round. Treat as having 5 AP.
2. Static barrier- INT test to hack. Add +2 to 3. Assassin unit (Anti Personnel)- HD 2, 1d6
the result. damage. Hacker suffers Disadvantage on
3. Spiked barrier- Must succeed INT test. tests to detect this. Suffers additional 1d6
Each round bypassing/hacking take 1d4 damage from first attack if failed. OR
damage. Virizz (Anti System)- HD 2. Must succeed
4. Glue Barrier- Must succeed a DEX check a DEX check or become stuck. Stuck until
or become stuck. Stuck until successful successful test.
test. 4. Turret unit (Anti Personnel)- HD 1, 2
attacks 1d4 damage each. Can fire stun
d6- Trap Software- Netrunner must succeed shot as full attack- Succeed CON test or
INT test to detect (takes 1 round). INT (Hacking) be paralyzed for 1 round. OR
test to disable (takes 1 round). Failure sets it off. Flatline (Anti System)- HD 1, 2 attacks.
1. Glue Bomb- DEX check or become stuck. Destroys the entire chipset of the
Stuck until successful test. cyberdeck (1d6*$1,000 to replace it) after
2. Speedtrap- INT check to cover your ass, one successful hit.
or it alarms 1d6 nodes in its vicinity about 5. Modulation unit- HD 3, 2d4 damage to
an intruder: hackers lose their Advantage deck (Anti System) or hacker (Anti
rolls in cyberspace for the duration of this Personnel). Hacker suffers Disadvantage
run. on attacks to hit Modulation unit.

31
OPEN THE FLOOD GATES
HACKING

6. Krash unit (Anti System)- HD 2. If it hits, d12- Info node- Make INT (hacking) test to
it causes the cyberdeck to crash, dropping obtain info. Hacking through security and
the hacker out of the net. passwords takes 1d4 rounds.
7. Murphy (Anti System)- HD 2. If it hits, it 1. BBS (1-3: harmless, 4-5: Hacker BBS; 6:
causes the cyberdeck to launch all its apps Black-market BBS)
at once, causing massive lag: roll the 2. Business (1-5: small; 6: major)
hacker‘s Usage Die three times. 3. Restaurant chain
8. Toxic unit (Anti Personnel)- HD 2, 1d6 4. Transport company
damage. Poisons target on successful 5. City council or small government
attack; succeed CON test or suffer 6. Police
additional 1d4 damage for 1d6 rounds. 7. Hospital
OR 8. High School (1-2), College (3-4) or
Poison Flatline (Anti System)- HD 2. University (5-6)
Destroys the dyberdeck after only one 9. Telecommunication company
successful hit. 10. Military company
9. Viral 15 (Anti System)- HD 2. Randomly 11. Bank
erases memory and files from the deck, 12. Orbital company
causing lag (roll Usage Die twice) and
massive effort to fix: Hackers lose their
Advantage.
10. Roll 1d6:
• 1-3: Brainwipe (Anti Personnel)- HD 2.
Each hit reduces the hacker‘s INT by
1d4, permanently.
• 4-5: Lich (Anti Personnel)- HD 2. Each
hit reduced the hackers INT by 1d4, but
selectively. It implants a pseudo-
personality (GM decides) into the empty
brain.
• 6: Firestarter (Anti Personnel and Anti
System)- HD 3. A successful hit sends
enormously powerful surges into the
deck, causing the wires and deck to
explode and burn, frying the hacker as
if on an electric chair.

32
DEFENSE WALL
Electric barrier, shocks
if failed CON test;
netrunner paralyzed
for one round

ATTACK NODE
START (I roll 1d6, for a 1)
Entry point Brainwipe- HD 2.
Each hit reduces the
hacker‘s INT by 1d4,
permanently.

INFO NODE
(I roll 1d6, for a 5)
Small business

TRAP SOFTWARE
Info Dump Trap--
ATTACK NODE
INT test or suffer
Assassin Unit (Anti
information
Personnel)-- HD 2, 1d6
overload. Suffer
damage. Hacker suffers
Disadvantage on
Disadvantage to detect.
INT rolls for 24 hrs.
Additional 1d6 damage
from first attack if hacker
doesn‘t detect the unit.

GOAL

An example of a Data Fortress.


CLASSES

LIVING
ON
THE
EDGE
LIVING ON THE EDGE
CHARACTER CLASSES

3
CHARACTER
CLASSES
Mirrorshades offers you ten different character Faces or „Media“ are people who can
classes. Included is everything that mirrors (see manipulate others very effectively.
what we did here?) the classic 80‘s cyberpunk
games and literature.
Techies know technology inside and out.
They can fix things. Netrunners, also called
DIFFERENT FOLKS, hackers, can surf the net like no other, and
DIFFERENT STROKES they are the only ones that can hack into
Solos are professional street warriors. They computer systems.
might be soldiers, but the term includes
bodyguards and hitmen, as well. Martial Cops are the ones who try to uphold the law.
Artists are those characters who have But of course, there are those who use their
noticed that there is a working core in every badge as an excuse for violence and power
martial art, turning the „art“ into a full- trips. Nomads are bikers, members of large
blown combative style again. Rockers are tribes that look out for their people.
musicians, singers and/or artists. Corporates are the ones who pull the strings
-- at least if their rank allows for it.

35
LIVING ON THE EDGE
CHARACTER CLASSES

a SOLO
Starting HP: d10 + 4 One Man-Army: As part of your action, your can
HP Per Level/Resting: 1d10 make 1 attack per level. Start with one free piece
Weapons & Armor: Any and all of Cyberware at level one.
Attack Damage: 1d8 / 1d6 Unarmed or
Improvising LEVELING UP

SPECIAL FEATURES Roll to see if attributes increase, roll twice for


STR or CON.
Warrior: You breathe danger. Your training,
regardless of your background, was hard and STARTING GEAR
relentless. You know how to move in battle. You
are an expert. Roll with Advantage against WIS CHOOSE THREE: Pistol, shotgun, sub-machine
to perceive danger, notice traps, and avoid gun, rifle, machine gun, knife, or brass knuckles
harm. You also also get Advantage when rolling ARMOR: Bullet proof vest
initiative. ADDITIONAL: Ammo for each firearm, smart
phone, protein rations (d6), flash light, healing
Recovery: Once per hour, while in combat, you stim x2.
can regain 1d10 lost HP.

36
LIVING ON THE EDGE
CHARACTER CLASSES

a MARTIAL ARTIST
Starting HP: d8 + 4 I know Kung Fu: When fighting unarmed or
HP Per Level/Resting: 1d8 with melee weapons, you can make two attacks
Weapons & Armor: Thick Leather Jacket, as part of their action. Increase to three attacks
Pistols, Staves, Knives, Throwing Stars, Swords, at 5th level.
Nunchucks, Brass Knuckles, and Fists
Attack Damage: 1d8 w/ weapon or Unarmed/ LEVELING UP
1d4 Improvising
Roll to see if attributes increase, roll twice for
SPECIAL FEATURES STR or DEX.

Acrobatics: It‘s all about grace, man. You have STARTING GEAR
an Advantage on DEX rolls to perform acrobatic
tasks like moving silently, climbing, flipping, WEAPON: Pistol and staff
etc. ADDITIONAL: Ammo for pistol, smart phone,
protein rations (d6), flash light, healing stim.
Dodge: You know how to dodge attacks. The
Martial Artist has 4 AP (this can stack with Thick
Leather Jacket, but nothing higher). This
replenishes with an hour of rest.

37
LIVING ON THE EDGE
CHARACTER CLASSES

a ROCKER
Starting HP: d6 + 4 Work the Crowd works only on groups of at
HP Per Level/Resting: 1d6 least 10 people.
Weapons & Armor: Leather Jacket, Pistols,
Knives, Knuckles, and Fists LEVELING UP
Attack Damage: 1d6 w/ weapon or Unarmed/
1d4 Improvising Roll to see if attributes increase, roll twice for
CHA or WIS.
SPECIAL FEATURES
STARTING GEAR
Work the Crowd: As a performer, you know
exactly how to manipulate crowds. Roll against WEAPON: Pistol and knife
CHA to sway crowds equal to your Experience ADDITIONAL: Ammo for pistol, smart phone,
Level squared time 200. Of course, being a 1d6 recreational drugs, two musical instruments
Rocker, you use your artistic skill to control,
charm and incite large number of people. Art is
mightier than the sword, or so they say.

38
LIVING ON THE EDGE
CHARACTER CLASSES

a FACE
Starting HP: d6 + 4 against manipulation. You have the Advantage
HP Per Level/Resting: 1d6 on saves against effects to influence you or cloud
Weapons & Armor: Thick Leather Jacket, Bullet your mind.
Proof Vest, Pistols, Rifles, Baseball Bat, and
Knives You start with an additional level 2 contact in
Attack Damage: 1d6 w/ weapon or Unarmed/ addition to normal rules.
1d4 Improvising
LEVELING UP
SPECIAL FEATURES
Roll to see if attributes increase, roll twice for
Social Butterfly: You are a people person. And INT or CHA.
you use this to get what you want. You have an
Advantage on CHA rolls to influence, charm, STARTING GEAR
deceive or schmooze people. If you‘re working as
a journalist („media“), you can use this ability to WEAPON: Pistol and knife
find out what‘s really going on. ARMOR: Thick leather jacket
ADDITIONAL: Ammo for pistol, smart phone,
Mindshield: You know how to manipulate toolkit, protein rations (d6), flash light, healing
people, so you know how to defend yourself stim.

39
LIVING ON THE EDGE
CHARACTER CLASSES

a TECHIE
Starting HP: d8 + 4 driver’s DEX for chases) and give the car 2 AP.
HP Per Level/Resting: 1d8 Effect lasts for 10 minutes.
Weapons & Armor: Thick Leather Jacket, Bullet
Proof Vest, Pistols, Shotguns, Brass Knuckles, I make them, I break them: You know how
Heavy Wrench, and Knives machines operate and how to hurt them. You
Attack Damage: 1d6 w/ weapon or Unarmed/ have an Advantage on damage rolls against
1d4 Improvising machines, androids, and drones.

SPECIAL FEATURES LEVELING UP

Repair: You must succeed on an INT test to Roll to see if attributes increase, roll twice for
repair a machine, Android, or Drone. If DEX or INT.
successful, heal 1d6 +Experience Level HP back
(sixes explode) and replenish the target’s AP (if STARTING GEAR
applicable). Repairing an object takes 1d6 hours.
WEAPON: Shotgun and knife and heavy wrench
Pimp my Ride: Once per hour, after fiddling ARMOR: Thick leather jacket
with a vehicle for 1d6 minutes you can soup-up a ADDITIONAL: Ammo for shotgun, smart
vehicle, increasing the speed (adding +2 to the phone, toolkit, protein rations (d6), flash light,
healing stim.

40
LIVING ON THE EDGE
CHARACTER CLASSES

a NETRUNNER
Starting HP: d6 + 4 Recovery: Once per hour, while in combat when
HP Per Level/Resting: 1d6 “jacked in” to combat in cyberspace, you can
Weapons & Armor: Thick Leather Jacket, Bullet regain 1d6 lost HP.
Proof Vest, Pistols, Shotguns, and Knives
Attack Damage: 1d6 w/ weapon or Unarmed/ Drone Pilot: You can operate a Drone as a part
1d4 Improvising of your action (foregoing movement) instead of
consuming your whole action.
SPECIAL FEATURES
LEVELING UP
Datawave Surfer: You could talk Binary if you
wanted to. You can manipulate online data, Roll to see if attributes increase, roll twice for
program new software and perform other non- INT or WIS.
mundane tasks on the net. Non-Netrunner
characters can enter the net, but cannot STARTING GEAR
manipulate it in any powerful way.
WEAPON: Pistol or shotgun and knife
Coding: You have an Advantage on rolls when ARMOR: Thick leather jacket
dealing with computers, navigating cyberspace, ADDITIONAL: Cyberdeck (average, no bonus),
or hacking including when “jacked in” to ammo for firearm, smart phone, tablet, protein
cyberspace. rations (d6), flash light, healing stim.

41
LIVING ON THE EDGE
CHARACTER CLASSES

a COP
Starting HP: d8 + 4 warrant, of course). This might be met with
HP Per Level/Resting: 1d8 hostility on the other side.
Weapons & Armor: Thick Leather Jacket, Bullet
Proof Vest, Pistol, Rifles LEVELING UP
Attack Damage: 1d8 w/ weapon or Unarmed/
1d6 Improvising Roll to see if attributes increase, roll twice for
DEX or CHA.
SPECIAL FEATURES
STARTING GEAR
I Am The Law: As an officer of The Law, you
know how to intimidate and control others. You WEAPON: Pistol
roll with Advantage against CHA whenever ARMOR: Bullet Proof vest
you‘re trying that. You also have the authority to ADDITIONAL: Ammo for pistol, smart phone,
arrest people or search their homes (with a toolkit, flash light, healing stim.

42
LIVING ON THE EDGE
CHARACTER CLASSES

a NOMAD
Starting HP: d8 + 4 Incoming!: You roll with Advantage when
HP Per Level/Resting: 1d8 testing DEX to avoid damage or effects from
Weapons & Armor: Thick Leather Jacket, Bullet traps and explosions (like grenades).
Proof Vest, Pistols, Rifles, Staves, Baseball Bat,
Shiv (normally considered Improvised), Brass LEVELING UP
Knuckles and Knives
Attack Damage: 1d6 w/ weapon or Unarmed/ Roll to see if attributes increase, roll twice for
1d4 Improvising DEX or WIS.

SPECIAL FEATURES STARTING GEAR

Tribe: You are the member of a gang or tribe. WEAPON: Pistol and knife
You roll against INT to call upon the resources ARMOR: Thick leather jacket
and help of your family. The higher your ADDITIONAL: Ammo for pistol, smart phone,
Experience Level, the more important you are to flask, backpack, protein rations (d6), flash light,
your tribe and the more help you can call upon. healing stim.
On Experience Level 2, you might be able to get
several tribesmen to help you. On level 9, you
may even have your own family.

43
LIVING ON THE EDGE
CHARACTER CLASSES

a CORPORATE
Starting HP: d6 + 4 LEVELING UP
HP Per Level/Resting: 1d6
Weapons & Armor: Bullet Proof Vest, Pistols, Roll to see if attributes increase, roll twice for
Knives, Knuckles, and Fists INT or CHA.
Attack Damage: 1d6 w/ weapon or Unarmed/
1d4 Improvising STARTING GEAR

SPECIAL FEATURES WEAPON: Pistol


ARMOR: Bullet Proof Vest
Resources: You work for a huge corporation. ADDITIONAL: Ammo for pistol, smart phone,
You roll against INT to gain access to corporate 1d6 medicinal drugs, healing stim.
resources. This can include manpower, money,
vehicles or weapons. Know your place, though.
On Experience Level 2, you might have access to
a company car, while on Experience Level 9+,
you gain command over almost any asset the
company has.

44
LIVING ON THE EDGE
CHARACTER CLASSES

a FIXER
Starting HP: d6 + 4 gather. Level 3 means you have contacts for
HP Per Level/Resting: 1d6 weapons, tools, or minor illegal operations.
Weapons & Armor: Thick Leather Jacket, Bullet Level 9 means you are a major player in the
Proof Vest, Pistols, Rifles, Staves, Baseball Bat, underground yourself.
Shiv, Brass Knuckles and Knives
Attack Damage: 1d6 w/ weapon or Unarmed/ LEVELING UP
1d4 Improvising
Roll to see if attributes increase, roll twice for
SPECIAL FEATURES INT or CHA.

Wheeling and Dealing: You are a member of the STARTING GEAR


underground information network. You know
who sells what to whom. You know people. You WEAPON: Pistol
roll against CHA to deal with the underground ARMOT: Bullet Proof Vest
network, to hear rumors, uncover info and ADDITIONAL: Ammo for pistol, smart phone,
locate people and stuff. The higher your toolkit, protein rations (d6), flash light, healing
Experience Level, the more information you can stim.

45
EQUIPMENT

LET‘S
GO
BUY
STUFF
LET‘S GO BUY STUFF
EQUIPMENT

PRICE
LISTS
On the following two pages, you find several
tables for your convience. They cover essential
topics like lifestyle, gear, and weapons and
armor.

47
LET‘S GO BUY STUFF
DAILY LIFE

LIFESTYLE COST
Street free

Squatter, monthly expenses 100 $

Low, monthly expenses 1,000 $

Middle, monthly expenses 5,500 $

High, monthly expenses 10,000 $

Luxury, monthly expenses 100,000 $

One night in a coffin hotel 50 $

Get roaring drunk 80 $

One decent meal 25 $

Fast food 5 $

GEAR COST USAGE NOTES


DIE

Simple gear 100 $ d6 to d10 50‘ rope, lockpicks, grappling hook,


flashlight, backpack, restraints,
detox sprays, chemsuit, survival kit,
etc.

Advanced Gear 250 $ and up d6 to d10 arc-torch, auto-saw, armored


briefcase, wetsuit, gas/airmask,
surveillance gear, camera, etc

48
LET‘S GO BUY STUFF
EQUIPMENT

wer WEAPONS & AMMO COST USAGE NOTES


DIE

Ammunition (pistols and guns) 150 $ d10

Grenade 400 $ d4 can be thrown nearby; class


damage to all within Close radius

Machine gun 1,500 $ -- full-auto

Melee weapon, one-handed 75 $ knives, daggers, brass knuckles,


clubs,etc

Melee weapon, two-handed 150 $ baseball bats, swords, etc

Military-grade weapons 5,500 $ and up -- Grenade launchers, miniguns, etc

Pistol 550 $ --

Rifle 1,500 $ -- two-handed

Shotgun 550 $ --

Submachine gun 550 $ -- two-handed

ARMOR COST USAGE NOTES


DIE

Bullet Proof Vest 600 $ -- 2 AP

Kevlar Vest 1,000 $ -- 4 AP

Kevlar Vest, reinforced 1,500 $ -- 6 AP

Riot Shield 600 $ -- 2 AP

Thick Leather Jacket 200 $ -- 1 AP

49
ENEMIES

THE
OTHERS
THE OTHERS
ENEMIES

ENEMIES &
OPPONENTS
On the following page, you find a few
interesting opponents for your game. Included
are weak characters as well as powerful ones.
Please note that the first entry, „Android“,
refers to cyberpunk games that have more of a
Bladrunner vibe. Many old-school cyberpunk
novels do not include androids. Your mileage
may vary.

51
THE OTHERS
ENEMIES

wer NAME HD ACTIONS & SPECIALS

Android 3 Pistol and submachine gun and knife (1d8). Never gets tired.

Badlander 3 Rifle and rebar club (1d8). Can survive on scraps and difficult
environments. Has a pet Giant Sewer Rat or Wild Dog.

Beat Cop 1 Night Stick and pistol (1d6) and taser- CON test or stunned for 1d4
rounds.

Bruiser 2 Shotgun and brass knuckles (1d8). Mohawk and gold tooth. Bullet
proof vest (2 AP).

Corporate Guard 2 Rifle and pistol (1d8), Bullet proof vest (2 AP), Earpiece
communication.

Corporate Security 1 Cool glasses and bad ass attitude. Can’t be intimidated. Pistol and
shotgun and brass knuckles (1d8 damage).

Crime Boss 5 Shotgun and machine gun (2d6+1). Kevlar Vest (4 AP). Angry
disposition. One piece cyberware. Disadvantage on defense rolls
when Gang Leader attacks.

Drone, Attack 2 Two attacks (1d8), AP 2.

Drone, Defense 3 One attack (1d6), AP 6.

Drone, Surveillance 1 One attack (d4), AP 1, can go invisible for 1 hour.

Gang Leader 5 Shotgun and machine gun (2d6+1). Kevlar Vest (4 AP). Angry
disposition. One piece cyberware. Disadvantage on defense rolls
when Gang Leader attacks.

Ganger, badass 3 Submachine gun (1d10). Missing teeth, dragon tattoos.

Ganger, competent 2 Pistol, knife, and rifle (1d8). Tattoos and devil-may-care attitude.
Thick Leather Jacket (1AP).

Ganger, weak 1 Pistol and knife (1d6). Wears Thick Leather Jacket (1AP).

Giant Sewer Rats 1 Bite (1d3) Con save or gain illness- bedridden for 2d4 days.

Police Detective 4 Pistol and shotgun (2d6). Bullet proof vest (2AP).

Sniper 3 Sniper Rifle (1d8+1). Targets suffer Disadvantage on rolls to avoid


being shot.

Street Trash 2 Dirty knife (1d4)- need a tetanus shot if stabbed.

Tweaked-out Ganger 1 Pistol and knife (1d6). Wears Thick Leather Jacket (1AP) and has 1
dose of drugs.

52
DATA

YOUR
WORLD
IN
TABLES
NOTES

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YOUR WORLD IN TABLES
NAMES

TABLES FOR
YOUR GAME
The following randomized tables will help you
describe the game world. We‘ve included
names, cyberdeck brands, firearm brands,
ammunition, alcoholic drinks, band names,
bars, chemicals, cigarettes, cocktails,
companies, demon names, street drugs, gangs,
mobsters, herbs, office buildings, trideo movies,
small towns, snacks and video games.

55
YOUR WORLD IN TABLES
NAMES

MALE FEMALE
Graham Wyke, Kennith Corwin, Chet Denisse Caldera, Calista Carthen, Phoebe
Haught, Darron Rocheford, Cordell Rhyne, Riordan, Rosette Hewett, Ai Castiglione,
Isaias Alcantar, Porter Bentzen, Benedict Ashlea Alessandro, Ardelia Sharpey, Denisse
Alers, Chas Harcrow, Jonas Malik, Chas Vanlaere, Sarai Flanigan, Cherlyn Sarratt,
Leath, Elden Castillon, Malcolm Sladek, Lynna Melchor, Phoebe Konicek, Makeda
Isaias Kader, Graham Helsing, Hunter Reade, Chasidy Wescott, Cayla Markell,
Erikson, Scotty Weyer, Avery Castillon, Denisse Vanlith, Makeda Simril, Lashell
Jacinto Hartjen, Lucius Steiger, Chua Baio- Forgrave, Teisha Vilchis, Evelynn Carthen,
Lai, Lai Shye-Ge, Sui Su-Mou, Liao Li-Jai, Zhe Wa-Na, Qu Hu-Shu, Toy Yong-Ru, Lee
Kao Da-Ke, Lu Jao-Che, Chua Shi-Bo, Go Yan-Ku, Chieu Shiao-La, Yuan Ku-Lu, Chao
Hwai-Hou, Tu Bi-Jao, Xiu Tia-Luo, Tu Qui- Ji-Xiao, Joe Jui-Fei, Goei Rou-Fei, Mao Mo-
Ke, Zhoo Fu-Chia, Ti Mei-Kao, Toy Shee-Che, Shu, Goei Xue-Yak, Gao Mao-Hi, Ang Mao-
Gao Lou-Chou, Tao Young-Gui, Zou Zhi-Li, Sho, Pi Li-Hu, Chiu Ji-Xue, Xiao Qiu-Bo, Toy
Chu Ku-Ying, Gui Kao-Shay, Kao Fa-Wu, Yeng-Xue, Tsai Si-De, Kao Bao-Xa, Shoe De-
Tabei Taku, Kata Suke, Tsaka Katsa, Maka Miao, Okan Seko, Tami Kiko, Yawan Mako,
Shitei, Yagan Hige, Maka Mane, Hase Ichin, Saki Sumi, Mini Sako, Himo Chito, Kata
Matsu Fumi, Mizu Gito, Mizu Romo, Toyota Kichi, Kawa Orun, Take Toko, Omon Mako,
Maro, Ogan Tetsai, Take Buro, Sakai Taro, Kami Akun, Kawa Fumi, Yaran Anan, Tsado
Uran Katsai, Yoban Yokin, Moto Naru, Toshi Kine, Kama Hiko, Kura Sako, Sona Kami,
Sahi, Kata Sami, Taki Shide, Ignald Sego Suku, Kama Einan, Soni Hiko, Lara
Karakaya, Arav Gina, Yurik Bukhuky, Gori Mandenky, Domaya Cherodol, Vetla
Bunova, Adir Neyeva, Ladi Bochena, Riani Gorcheba, Ashale Sashkusi, Zina Nova,
Mikhuba, Kopos Reskina, Kaziv Kharova, Etlalya Ikov, Vikta Kova, Gasha Rova, Sulya
Ladi Cheva, Sandri Shine, Viktii Lanchovtsii, Loskova, Makra Bova, Anarya Malcheva,
Friliy Kova, Gori Fyevichai, Vlukonst Andraga Leva, Alera Dolgana, Inale Ginova,
Bedenko, Zivas Chenkiny, Lukyan Kovtusi, Vilmaya Yakovar, Leksiya Myatovoi, Xena
Gustii Krezhnova, Geni Penchenko, Markof Manova, Vela Motina, Anina Toffilai, Makria
Bogina Osulin

Feel free to combine first name with


different last names.

56
YOUR WORLD IN TABLES
NAMES

NETRUNNER HANDLES
Perfect Angel, Radical Deck, Shady God,
Angry Saint, Angry Phoenix, Angry Lion,
Radical Gibson, Enigma, Merlin, Serial
Vector, Tengu, Neon Jack, Warlord, Strange
Phantom, Shady Edge, Steel Flynn, Deviant
Warlord, Neural Node, Deviant Alice,
Templar, Binary Nene, Bobby Tables,
Lucifer, Prime Nikita, Acid Shogun, Dead
Lion, Quantum Link, Chrome Zero,
Quantum Dante, Vagabond, Shady Tempest,
Grim Comrade, Terminal Warlord, Merlin,
Psycho Sync, Master Ghost, Analog Exile,
Infinite Loop, Chrome Agent, Golden
Hunter, Golden Alice, Quantum Ninja,
Digital Jack, Agent Chaos, Anne Bonny,
Terminal Adept, Rogue Storm, Psycho Link,
Corrupt Lion, Kernel Panic

57
YOUR WORLD IN TABLES
CYBERDECKS

d12 CYBERDECK BRANDS 2d6 CYBERDECK MODELS, table 1


1 Radio Shack 2 abbreviation + three-digit number

2 Allegiance 3 Greek letter

3 Sony 4 "Hyperdeck" + number

4 Fairlight 5 two letters and a number

5 Arasaka 6 "Matrix" + roll again

6 Fuchi 7 "Star" + roll again

7 Pandora 8 "Grid" + roll again

8 Techtronica 9 "Master"

9 WuTech 10 "Captain"

10 Zetatech 11 "Navigator"

11 Worldsat 12 roll on the next subtable:

12 Siemens

d20 CYBERDECK MODELS, table 2 d20 CYBERDECK MODELS, table 2

1 Kraftwerk 11 Grass Cutter

2 Powerhouse 12 Legbiter

3 Reactor 13 Sanglamore

4 „Atomic“ + number 14 Durendal

5 Highlander 15 Heaven‘s Will

6 Skysurfer 16 Leah

7 Ryder 17 Vorpal Blade

8 Glyde 18 Vengeance

9 „Slimcase“ + number 19 Graywand

10 Excalibur 20 Scalpel

58
YOUR WORLD IN TABLES
FIREARMS

d8 1 2 3 4
1 AkuTek Arasaka Ares Armalite

2 Birmingham Arms Browning Budget Arms Calico

3 Colding Arms Colt Constitution Arms Czech

4 Federated Arms Tech Glock Goncz GRU

5 Lion&Atkinson Arms,
Kalashnikov Kamaha Manex
Inc

6 Nova Okusa Paltik Ranger Arms

7 Sherman Shin Chou Kogyo SIG Smith & Wesson

8 Steyr Streettech Taurus Tambu

d8 5 6 7 8
1 Bartholomew &
Australian Ammo Bauhaus Beretta
Grendel

2 CAR Castech Ceska Zbojovka Chaddran Arms

3 Daewo Darra Polytechnic Dover Fabrique des Armes

4 Heckler & Koch Hughes IMI Ingram

5 Militech Arms Mossberg Mustang Arms Nomad

6 Ruger Rossi Royal Enfield Seco

7 Sooch Sowet Stein & Wassermann Sternmeyer

8 Towa UZI Wather Winchester

59
YOUR WORLD IN TABLES
FIREARMS+AMMO

d20 FIREARM MODEL d20 SPECIAL AMMUNITION


1 Abbreviation of two words 1 Armor-Piercing

2 Abbreviation of three words 2 Explosive

3 A word related to the topic of war 3 Ceramic

4 A letter and a number 4 Fin-stabilized

5 Wild animal 5 Memory plastic

6 Name of a military unit 6 Spray

7 Three-digit number 7 Fragmentation

8 Two letters and a number 8 Uranium core

9 Title (nobility) 9 Dumdum

10 "Cal." + caliber 10 Duplex

11 „Model" + roll again 11 Gel

12 A poetic word 12 Hi-velocity

13 A country 13 Hollow point

14 A city 14 Hydrashok

15 "No." + number 15 Hyper-Penetration

16 „Type“ + roll again 16 Ram

17 Common English, Russian or 17 Rubber


Japanese word
18 Expansive
18 U.S. state
19 ThunderZap
19 Roll twice
20 Titan
20 Roll three times

d6 AMMUNITION BRAND d6 AMMUNITION BRAND


1 Spartan 4 TOWA

2 Tsunami 5 Militech

3 Glaser 6 Starburst

60
YOUR WORLD IN TABLES
DRINKS+BANDS

d66 ALCOHOL d66 BANDS


11 Glingue 11 Local Guru
12 Manhattan Dynamite 12 Xcrement
13 May Queen 13 Zenlighten
14 Moloko Plus 14 FastHook
15 Pan-Galactic Gargle Blaster 15 Sternocleidomastoid
16 Piso Mojado 16 Buttertop
21 Scumble 21 Ripple Effect
22 Victory Gin 22 Vulture Farmers
23 Vesper 23 Climox
24 Black Pony Scotch 24 Squish
25 Elsinore beer 25 Coney Island Minibars
26 Norbecker Beer 26 Mood Alter
31 Laughing Clown Malt Liquor 31 Bloat
32 Alamo Beer 32 Crustacean Prince
33 Ambrosa 33 Eye Nerve
34 Binge Beer 34 Cracklebox
35 Black Yukon Sucker Punch 35 Phlesh
36 Blump's Pork Juice 36 Moby Dink
41 Stelberg Louis 41 Planet Flip
42 Ashbury Export 42 Black Light Bolsheviks
43 Glen McKenna scotch 43 Fluid Druids
44 Glengoolie scotch 44 Trunk Stops
45 Hammersteen Beer 45 Offtown
46 Jumbo Jim's Grape Scotch 46 Garden Variety
51 Life Cry 51 Fool Flavor
52 Old Düsseldorf 52 Mannequin Depression
53 Panther Pilsner Beer 53 Manster Mosh
54 Samarian Sunset 54 Prom Thumb
55 Schraderbräu 55 Annagramma
56 Screaming Viking 56 The Clean Genes
61 Otter's Crest 61 Dead Letters
62 Old Monk's Bell 62 Crackroach
63 Orbital 63 Mosh Potato
64 Tandoor 64 Mold and Magic
65 Riland's Dark Water 65 The Good Nothin's
66 Allison's Amber 66 Bugdance

61
YOUR WORLD IN TABLES
BARS+CHEMICALS

d66 BAR d66 CHEMICALS

11 Bapoon 11 tridiamofic salene


12 Club Plastika Café 12 berate magdate
13 Tildé Restaurant 13 oxyfuretium estium
14 King Chard Steakhouse 14 gallene perveride
15 Futura Grill 15 oxy-dimeramoid cerium
16 Ahui 16 hypo-triferonide estyl
21 Django Restaurante 21 lanide chlorurium
22 Café Fish, Fat and the Otter 22 tocic pentacerite
23 Shoots & Spears 23 di-polyecetium tocide
24 Avalunch 24 plutium trialkene
25 Café Magma 25 methascetine
26 Voodoo 26 poly-tetraferene
31 Appointment Deli 31 glyamonate
32 Bulldog 32 adicrium
33 Fat Boy Deli 33 cycloglycinite
34 Chowdown Bar and Grill 34 perganine
35 Spoonbeam 35 tetracerimol
36 Ciao Buddha 36 tri-tripyrene
41 Blink Tank Cantina 41 hypohydritite
42 Nietzsche Bar and Grill 42 salecofid
43 Chorus 43 pyroid acetyllium
44 Nuxa 44 estic dechlorene
45 Tokyo Yo Bistro 45 tocium monovanide
46 Aura 46 di-hypochlorastium pyroid
51 Retroville Pizza 51 de-trikeluric glycite
52 Toggle Kibble & Chips 52 tanine dedenyl
53 Huskers Soysteakhouse 53 manine decaroid
54 Whisper Lounge 54 tri-polycalyllous viside
55 Chung King Chow Lounge 55 ferium deperine
56 Jurassic Pork 56 ketine oxydodine
61 Compadre 61 cyclozinofine
62 Chutney Kitchen 62 triglyoid
63 Centrifuge 63 hexgallorine
64 Pretzel Logic 64 methperium
65 Pope's Nose Tavern 65 panuvofene
66 Stuff't 66 dodgallenoid

62
YOUR WORLD IN TABLES
SMOKES+DRINKS

d66 SMOKES+VAPES d66 DRINKS


11 Red Apple 11 Winter Death Lime Tropical
12 Morley 12 One Fizz Splash
13 Wilmington 13 Death Punch
14 Capitol W Lights 14 Apple Pink
15 Llama 15 Tropical Shot
16 Chal 16 Breeze Lemonade
21 Manitoba 21 Precious Thunder
22 Nature American Sprite 22 Cherry Blossom Vodka
23 Cancer Sticks 23 Innocent Tremor
24 Black Death 24 Forest Joke
25 Mild Nine 25 Icy Slapper
26 Redwood 26 Crimson Wacker
31 fact 31 Tropic Horn
32 Victory 32 Brew Bliss
33 Kings 33 Oregano Cappuchino
34 Stallion 34 Infinite Petal
35 Heritage 35 Pineapple Wine
36 Phantom 36 Cloudy Mocha
41 Mirage 41 Vibrant Red Wine
42 Elegance 42 Ultimate Double
43 Tillburry 43 Apple Whistle
44 Viceroy 44 Chestnut Bliss
45 Spaceman 45 Imaginary Vengeance
46 Phillies 46 Warm Infusion
51 Palace 51 Caramel Howler
52 Twist 52 Red Sunset
53 Relax 53 Cranberry Thunder
54 Gungam Garam 54 Silent Critter
55 Kent 55 Gentle Smash
56 Big Leave 56 Hushed Torrent
61 Orchid 61 Insane Delight
62 Dunn 62 Lager Critter
63 Crowne 63 Spring Wine
64 Harlem 26 64 Sugar Snake
65 Kretek 65 Cloudy Hopper
66 Tristate Gold 66 Peanut Slapper

63
YOUR WORLD IN TABLES
COMPANIES+DEMONS

d66 COMPANIES d66 DEMONS

11 Integral Technologies 11 Zamalahr


12 Porphyria 12 Bitoxach
13 Blade 13 Sabnuhn
14 Arcady 14 Wuorach
15 Inspire 15 Demach
16 Inclusive 16 Feabuhr
21 NAEC 21 Staedun
22 Panafrican 22 Gruonohna
23 Goldmund-Teller 23 Culruiran
24 Universal 24 Marweaxon
25 Global 25 Shaxsur
26 Tonkatsu 26 My'ma
31 Gengrove 31 Gasbirius
32 Mirai 32 Ne'yes
33 Featherstone 33 Marroalan
34 Lucid Dreams 34 Za'res
35 Fountainhead 35 Rosmalas
36 Mars 36 Romadras
41 Gellar-Cuzin 41 Gaaplusci
42 Kenshiro 42 Ose-cus
43 Omni Consumer Products 43 Zu-de
44 Matsundai 44 Rasbale
45 Everleaf 45 Za-croha
46 Interglobal 46 Buer'rax
51 YoYoDyne 51 Phisgos
52 MegaCorp. 52 Lutzavelial
53 CyberDyne 53 Licormo
54 UMA SaG 54 Rielaar
55 Polyhedral 55 Metcuhlesra
56 Sparktec 56 Tyasbadgor
61 Flipcatch 61 Ralesh’odo
62 Fever 3 62 Ler-ara
63 Gravity Blue 63 Huldrid
64 Zing Bros. 64 Ghar’i
65 ElectrOrb 65 Mahish’el
66 Matush Manhunt 66 Impai

64
YOUR WORLD IN TABLES
STREET DRUGS+GANGS

d66 STREET DRUGS d66 GANGS


11 Xp 11 Shaolin Mafia
12 Twist 12 Demolition Boyz
13 Silver 13 Southside Crew
14 Impact 14 Nuclear Rascals
15 Mud 15 Chemical Knights
16 Blue 16 Demolition Gang
21 Hog 21 Danger Girlz
22 Stripes 22 Green Street Assassins
23 Leech 23 East Coast Brawlers
24 Devil's Tongue 24 666ers
25 Fate 25 The Angels
26 Myth 26 Angels of Death
31 Typhoon 31 Wars
32 Twist 32 Black Rebels
33 Morbid 33 Black Widows
34 Roth 34 Born Losers
35 Boogie 35 Brigands
36 Grunt 36 The Brotherhood
41 Warp 41 Crucifiers
42 Tears 42 Dark Souls
43 Ecto 43 Death Knights
44 Void 44 Del Fuegos
45 Wrathhog 45 Devil's Advocates
46 Songbird 46 Devil's Tribe
51 Mane 51 Dogs of Hell
52 Rabbit's Foot 52 Vegas Blasters
53 Fizzy Drink 53 Vipers
54 After Burner 54 Wizards
55 Ether 55 Yankee Rebels
56 Thorn 56 Yellow Dragons
61 Flashbang 61 Dale Sken Crew
62 Flinch 62 The Destroyers
63 Frost 63 Ghetto Ghouls
64 Raptor 64 Knot Tops
65 Snowflake 65 The Lizzies
66 Vamp 66 Mad Gear Gang

65
YOUR WORLD IN TABLES
MOBSTERS+HERBS

d66 MOBSTERS d66 HERBS

11 Caden 'Poison' Salce 11 Aggacress


12 Esuperio 'Pink Panther' Sinatra 12 Ichiamric
13 Eligio 'Action Jackson' Bonato 13 Sloyogon
14 Javon 'The Horse' D'Ovidio 14 Pijeonder
15 Nestor 'The Rat' Rosini 15 Noseafron
16 Koby 'The Suit' Madson 16 Sea Barberry
21 Demetrio 'The Referee' Burtt 21 Sapphire Dill
22 Draven 'Action Jackson' Stocks 22 Pygmy Sumac
23 Tullio 'Merciless' Carrow 23 Winter Savory
24 Vladimiro 'Blackjack' Marksbury 24 Blood Root
25 Macey 'The Spider' Marinucci 25 Emmia Grass
26 Joy Joyce 'Mad Girl' Giannattasio 26 Lekacory
31 Manuela 'The Cook' Giacona 31 Arrearic
32 Floriana 'Roulette' Sciuto 32 Kaceoraway
33 Rachelle 'Blackjack' Tomasso 33 Otiobi
34 Annabelle 'Squint' Blush 34 Autumn Vine
35 Brionna 'The Hook' Drewry 35 Hazel Ginger
36 Shawna 'Buddy' Averett 36 Cavern Clary
41 Riya 'Nightmare' Parslow 41 Sea Dill
42 Breonna 'The Skinny' Woodhull 42 Heart Safflower
43 Onorino 'The Grim Reaper' Gismondi 43 Xoyea Leaf
44 Valerio 'Deaf' Dattoli 44 Greharaway
45 Will 'Squint' Mazzucco 45 Crurearon
46 Terrell 'The Bat' Giacalone 46 Struzioli
51 Orsino 'The Builder' Urso 51 Yabbiojoram
52 Austen 'The Phantom' Mae 52 Arctic Sassafras
53 Timoteo 'The Bull' Rycroft 53 Sour Anise
54 Isaac 'The Tiger' Kitt 54 Heart Cardamom
55 Braeden 'The Jackal' Stanwick 55 Mercy Curry Leaf
56 Candido 'Triggerfinger' Lishman 56 Bitter Chervil
61 Celeste 'Professional' Bove 61 Atiell Briar
62 Cointa 'The Fang' Cinelli 62 King’s Eldthin
63 Ainsley 'Flowers' Ruffino 63 Scarlet Cap
64 Linda 'The Calm' Ugolini 64 Tanner’s Rose
65 Brianne 'The Nose' Balbo 65 Gargana
66 Eve 'One Eye' Lutts 66 Rogue’s Cafdock

66
YOUR WORLD IN TABLES
OFFICES+TRIDEO

d66 OFFICE BUILDINGS d66 TRIDEO MOVIES


11 Hill Towers 11 Battle of the terrifying Cave.
12 East Quackenbush Place 12 Giant Beasts vs. The Gruesome Vampire!
13 6th Avenue Building 13 The Battle of Dr. Acula!
14 Long Building 14 Rise of the Devil Bug!
15 One State Tower 15 Return to the Atomic Wasteland!
16 The WLM Place 16 Planet of the Robotic Cannibal!
21 Number Two Hill Headquarters 21 The Troglodytes of Dr. Acula.
22 Number 200 OLL Center 22 Return of the Star Shark.
23 1515 7th Street Place 23 Destination the Ruins of Balance!
24 Hayes Building 24 It Came From Another Dimension.
25 Three Houston Plaza 25 Fury of the Menacing Slime.
26 The Williams Building 26 Revenge of the Murderous Invader!
31 Number Two SUJ Plaza 31 Land of the Unstoppable Creatures!
32 The Barrett Towers 32 Kraken From the terrifying Cave.
33 Aschenputtel GMBH Headquarters 33 Tomb of the Primitive Creep.
34 Number 1 Bell Avenue 34 Return to Beyond.
35 West Federal Building 35 Return of the Devil Ape!
36 The Steel Headquarters 36 Battle of the Were-Scorpion Gorilla!
41 Silver Building 41 Revenge of the Brutal Piranha.
42 UHRP Building 42 Expedition to the Lost Cave!
43 386 Times Avenue 43 Jungle of the Incredible Mutant!
44 World Place 44 Return of the Undying Plant.
45 The Stevens Building 45 Creep From the Cave of Death.
46 First Grand Towers 46 Return of the Unknown Invader!
51 12 Bloom Centre 51 When Invaders Attack!
52 DCI Place 52 Earth vs. the Merciless Being!
53 First Towers West 53 Return to Beyond.
54 Gray Hall 54 Earth vs. the Devil Living Corpse!
55 Grand Building 55 The Monster Strikes.
56 Number 11 World Towers 56 Tomb of the Man.
61 2nd Street Headquarters 61 Destination the Parallel Universe!
62 Governor Centre 62 Bride of the Atomic Neanderthal!
63 First Hall North 63 Savagery of the Horrific Bug.
64 Five Gibson Center 64 Earth vs. the Phantom Freak.
65 Houston Plaza 65 The Kraken Strikes!
66 The Bell Building 66 Cannibal From Beyond Time!

67
YOUR WORLD IN TABLES
SMALLTOWNS+CHOW

d66 SMALL TOWN d66 SNACKS

11 Bazile Mills 11 Huffles


12 Pottsgrove 12 Tiftofs
13 Tavares 13 Angelwings
14 Passaic 14 Cocos
15 Upper Lake 15 Jice
16 Canisteo 16 Mummies
21 Opdyke West 21 Wrilies
22 Klein 22 Fanties
23 Delphos 23 Shinies
24 Milladore 24 Wizards
25 Boiling Springs 25 Growlies
26 Perdido Beach 26 Barbarians
31 Spillertown 31 Snowflakes
32 Bodega 32 Jingles
33 Concorde Hills 33 Barbarians
34 Mahanoy City 34 Smoots
35 Orrin 35 Milkies
36 Jellico 36 Whippersnappers
41 Weirton 41 Rifrafs
42 Deseret 42 Grumbles
43 Kailua 43 Rebels
44 Ellisburg 44 Mumbles
45 Murraysville 45 Drivers
46 Rozel 46 Lasers
51 Mendota 51 Puds
52 Cottonwood 52 Sugies
53 Port Sulphur 53 Pasties
54 Adairville 54 Smoots
55 Starr School 55 Shinies
56 Tonsina 56 Vampies
61 Natural Steps 61 Chikkles
62 Durbin 62 Snackippity Doos
63 Clemmons 63 Geekeez
64 Bucks Lake 64 Baconoolios
65 Shepherdstown 65 Blastins
66 Larksville 66 Wheatums

68
YOUR WORLD IN TABLES
GAMES

d66 GAMES d66


11 Blood Rage 11
12 Solitary Haven 12
13 Invade of Immunity 13
14 Protect of Privilige 14
15 World and Embers 15
16 Prototypes and Heroes 16
21 Fireflight 21
22 Farsite 22
23 Deadblast 23
24 Farmind 24
25 War Enigma 25
26 Evil Death 26
31 Mysteries of Lies 31
32 Orcs of Blasphemy 32
33 Oracle and Monsters 33
34 Death and Sin 34
35 Firepiece 35
36 Embermore 36
41 Evocraft 41
42 Anticast 42
43 Boxing Revolution 43
44 Olympic Super Stars 44
45 Underdogs of Premier League 45
46 Coaches of Playoffs 46
51 Managers and Medals 51
52 Golf and Whitewater 52
53 DodgeballX 53
54 Karatelife 54
55 Freestyleace 55
56 Speedstyle 56
61 Honorbound Commander 61
62 Mutant Twilight 62
63 Tales of Supremacy 63
64 Fields of Peace 64
65 Magic and Bombs 65
66 Liberation and Death 66

69
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6. Notice of License Copyright: You must update the COPYRIGHT
The name Matush Manhunt and all artwork, logos and layout are NOTICE portion of this License to include the exact text of the
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The following text is the property of Wizards of the Coast, Inc. and is Content except as expressly licensed in another, independent
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Use, the Open Game Content. David Black Black Hack: Cyber Hacked!, Copyright 2016 DIY RPG
5. Representation of Authority to Contribute: If You are contributing Productions; Author Mike Evans; Mirrorshades, Copyright 2016
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Contributions are Your original creation and/or You have sufficient
Alcoholic Drinks, random table 61 Experience 11
Ammunition 49 Face 39
Ammunition, random tables 60 Firearm brands, random tables 59
Armor Points 8 Firearm models, random tables 60
Armor Proficiency 8 Fixer 45
Attack Nodes 31 Full-Automatic Fire 9
Attacks, Defenses, Damage 9 Gaining Levels 11
Bands, random table 61 Games, random table 69
Bars, random table 62 Gangs, random table 65
Character Classes 35 Gear 48
Chemicals, random table 62 Glue Armor 27
Choose a Class 7 Hacking 29
Class Weapons 11 Healing 10
Company names, random table 64 Herbs, random table 66
Contacts 12 Info Nodes 32
Converting Saves 8 Initiative 9
Cop 42 Lifestyle costs 48
Core Mechanic 7 Martial Artist 37
Corporate 44 Mobsters, random table 66
Critical Damage 10 Movement & Distance 9
Cyberdeck brands, random tables 58 Names 56
Cyberdecks 29 Netrunner 41
Cyberhands 26 Nomad 43
Cyberlimb Devices 26 Office Buildings, random table 67
Cyberlimbs 26 OGL and copyright note 70
Cyberoptic Systems 26 Players‘ Turn 8
Cyberpsychosis 24 Powerful Opponents 10
Cyberspace Combat 30 Price Lists 47
Cyberware 24 Random Encounters 11
Cyberware Accessories 25 Reactions 11
Cyberware Audiosystems 25 Resting 11
Cyberware Brands 28 Rocker 38
Cyberware Implants 27 Roll your Stats 7
Cyberware Neurosystems 27 Small towns, random table 68
Cyberware, Bioware 25 Smokes & Vapes, random table 63
Cyberware, Creation of 25 Snacks, random table 68
Data Fortresses 30 Software 29
Death & Dying 10 Solo 36
Defense Walls 31 Street drugs, random table 65
Demon names, random table 64 Surgery costs of Cyberware 27
Drinks, random table 63 Tables 55
Drones 23 Techie 40
Drugs 15 Time and Turns 8
Drugs, Combining of 20 Trap Software 31
Drugs, Delivery Systems 16 Trideo movies, random table 67
Drugs, Explanation of Effects 18 Two-Handed Weapons, Dual Wielding 9
Drugs, Permanent Effects 16 Usage Die 12
Drugs, Primary Effects 16 Vehicle Brands 23
Drugs, Side Effects 17 Vehicle Upgrades 23
Encumbrance 11 Vehicles 22
Enemies 51 Vehicles, Chases 22
Enemy HD 9 Weapons 49
A Matush Manhunt game

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